// Copyright (c) 2026 Reignance Studios. MIT License, see LICENSE. #include "RSExampleAttributeSet.h" #include "Net/UnrealNetwork.h" void URSExampleAttributeSet::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); // REPNOTIFY_Always: fire OnRep even when the server value equals the // client's predicted value, or the client never confirms its prediction. DOREPLIFETIME_CONDITION_NOTIFY(URSExampleAttributeSet, Health, COND_None, REPNOTIFY_Always); DOREPLIFETIME_CONDITION_NOTIFY(URSExampleAttributeSet, Stamina, COND_None, REPNOTIFY_Always); } void URSExampleAttributeSet::OnRep_Health(const FGameplayAttributeData& OldValue) { GAMEPLAYATTRIBUTE_REPNOTIFY(URSExampleAttributeSet, Health, OldValue); } void URSExampleAttributeSet::OnRep_Stamina(const FGameplayAttributeData& OldValue) { GAMEPLAYATTRIBUTE_REPNOTIFY(URSExampleAttributeSet, Stamina, OldValue); }